In the second part of our ongoing series about modelling and texturing in Maya. With our 3D-mesh and UV-layout ready to go, we will proceed to Photoshop to bring the character to life with multiple texture layers.

What's the most exciting part of making a demo or other non-interactive presentation? Ask a programmer and they'll tell you it's coming up with smart solutions and cool code. Ask a musician..? It's all in the sync.

Particles are just a primitive like polygons or lines – not interesting in themselves. Creating and rendering a lot of them is easy. Making them do something interesting and look good is a completely different kettle of fish.

Preamble In hopes that most people enjoy makingof’s as much as I do, the following series of articles would be an attempt to describe the creation process of my Revision demo called “Machine” by Ümlaüt

Something really interesting started happening a few days ago, when the well-known demoscene group Farbrausch released the source codes for most of their projects and tools, including the coveted Werkkzeug 3 demo-making tool, as well

I recently embarked on a new experiment which I believe will be of particular interest to the Displayhack audience. I started with a fairly simple question: is it possible to use genetic algorithms to generate

Welcome back! In this part we will start sculpting a humanoid character using ZSpheres. ZSpheres is a very useful (and powerful) tool in that it offers you a super-fast and highly flexible way of getting

Hi and welcome to this series on sculpting in Pixologic ZBrush. In this series, we will investigate some of the game-changing techniques that have made ZBrush so popular among digital artists. First, a quick primer

The techniques I’m going to be describing here were created and/or implemented to pack my entry to the Mozilla Demoparty: Magister. Huge thanks to my friend Nicolás Alvarez for helping squeeze every last byte out of this.

Welcome back! We created a character in part 1, using various 3D-modelling techniques inside of Maya (or your preferred modelling package). We now have our 3D-mesh and UV-layout ready to go, though our character looks kind

This is going to be an ongoing column, concerned mostly with execution graph technology and Quartz Composer. I originally was going to write a piece about Quartz Composer, and attempt to cover basics and some